axmol/cocos/editor-support/spine/CCSkeleton.cpp

317 lines
12 KiB
C++

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
#include <spine/CCSkeleton.h>
#include <spine/spine-cocos2dx.h>
USING_NS_CC;
using std::min;
using std::max;
namespace spine {
CCSkeleton* CCSkeleton::createWithData (SkeletonData* skeletonData, bool ownsSkeletonData) {
CCSkeleton* node = new CCSkeleton(skeletonData, ownsSkeletonData);
node->autorelease();
return node;
}
CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale) {
CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlas, scale);
node->autorelease();
return node;
}
CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) {
CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlasFile, scale);
node->autorelease();
return node;
}
void CCSkeleton::initialize () {
atlas = 0;
debugSlots = false;
debugBones = false;
timeScale = 1;
blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setOpacityModifyRGB(true);
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
scheduleUpdate();
}
void CCSkeleton::setSkeletonData (SkeletonData *skeletonData, bool isOwnsSkeletonData) {
skeleton = Skeleton_create(skeletonData);
rootBone = skeleton->bones[0];
this->ownsSkeletonData = isOwnsSkeletonData;
}
CCSkeleton::CCSkeleton () {
initialize();
}
CCSkeleton::CCSkeleton (SkeletonData *skeletonData, bool isOwnsSkeletonData) {
initialize();
setSkeletonData(skeletonData, isOwnsSkeletonData);
}
CCSkeleton::CCSkeleton (const char* skeletonDataFile, Atlas* aAtlas, float scale) {
initialize();
SkeletonJson* json = SkeletonJson_create(aAtlas);
json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
SkeletonJson_dispose(json);
setSkeletonData(skeletonData, true);
}
CCSkeleton::CCSkeleton (const char* skeletonDataFile, const char* atlasFile, float scale) {
initialize();
atlas = Atlas_readAtlasFile(atlasFile);
CCASSERT(atlas, "Error reading atlas file.");
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = scale;
SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
SkeletonJson_dispose(json);
setSkeletonData(skeletonData, true);
}
CCSkeleton::~CCSkeleton () {
if (ownsSkeletonData) SkeletonData_dispose(skeleton->data);
if (atlas) Atlas_dispose(atlas);
Skeleton_dispose(skeleton);
}
void CCSkeleton::update (float deltaTime) {
Skeleton_update(skeleton, deltaTime * timeScale);
}
void CCSkeleton::draw ()
{
CC_NODE_DRAW_SETUP();
GL::blendFunc(blendFunc.src, blendFunc.dst);
Color3B color = getColor();
skeleton->r = color.r / (float)255;
skeleton->g = color.g / (float)255;
skeleton->b = color.b / (float)255;
skeleton->a = getOpacity() / (float)255;
if (premultipliedAlpha)
{
skeleton->r *= skeleton->a;
skeleton->g *= skeleton->a;
skeleton->b *= skeleton->a;
}
TextureAtlas* textureAtlas = 0;
V3F_C4B_T2F_Quad quad;
quad.tl.vertices.z = 0;
quad.tr.vertices.z = 0;
quad.bl.vertices.z = 0;
quad.br.vertices.z = 0;
for (int i = 0, n = skeleton->slotCount; i < n; i++)
{
Slot* slot = skeleton->slots[i];
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment);
if (regionTextureAtlas != textureAtlas)
{
if (textureAtlas)
{
if(textureAtlas->getTexture() && textureAtlas->getTexture()->hasPremultipliedAlpha())
{
GL::blendFunc(BlendFunc::ALPHA_PREMULTIPLIED.src, BlendFunc::ALPHA_PREMULTIPLIED.dst);
}
else
{
GL::blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED.src, BlendFunc::ALPHA_NON_PREMULTIPLIED.dst);
}
textureAtlas->drawQuads();
textureAtlas->removeAllQuads();
}
}
textureAtlas = regionTextureAtlas;
if (textureAtlas->getCapacity() == textureAtlas->getTotalQuads() &&
!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return;
RegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha);
textureAtlas->updateQuad(&quad, textureAtlas->getTotalQuads());
}
if (textureAtlas)
{
if(textureAtlas->getTexture() && textureAtlas->getTexture()->hasPremultipliedAlpha())
{
GL::blendFunc(BlendFunc::ALPHA_PREMULTIPLIED.src, BlendFunc::ALPHA_PREMULTIPLIED.dst);
}
else
{
GL::blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED.src, BlendFunc::ALPHA_NON_PREMULTIPLIED.dst);
}
textureAtlas->drawQuads();
textureAtlas->removeAllQuads();
}
if (debugSlots)
{
// Slots.
DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
glLineWidth(1);
Point points[4];
V3F_C4B_T2F_Quad tmpQuad;
for (int i = 0, n = skeleton->slotCount; i < n; i++)
{
Slot* slot = skeleton->slots[i];
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
RegionAttachment_updateQuad(attachment, slot, &tmpQuad);
points[0] = Point(tmpQuad.bl.vertices.x, tmpQuad.bl.vertices.y);
points[1] = Point(tmpQuad.br.vertices.x, tmpQuad.br.vertices.y);
points[2] = Point(tmpQuad.tr.vertices.x, tmpQuad.tr.vertices.y);
points[3] = Point(tmpQuad.tl.vertices.x, tmpQuad.tl.vertices.y);
DrawPrimitives::drawPoly(points, 4, true);
}
}
if (debugBones)
{
// Bone lengths.
glLineWidth(2);
DrawPrimitives::setDrawColor4B(255, 0, 0, 255);
for (int i = 0, n = skeleton->boneCount; i < n; i++)
{
Bone *bone = skeleton->bones[i];
float x = bone->data->length * bone->m00 + bone->worldX;
float y = bone->data->length * bone->m10 + bone->worldY;
DrawPrimitives::drawLine(Point(bone->worldX, bone->worldY), Point(x, y));
}
// Bone origins.
DrawPrimitives::setPointSize(4);
DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
for (int i = 0, n = skeleton->boneCount; i < n; i++)
{
Bone *bone = skeleton->bones[i];
DrawPrimitives::drawPoint(Point(bone->worldX, bone->worldY));
if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
}
}
}
TextureAtlas* CCSkeleton::getTextureAtlas (RegionAttachment* regionAttachment) const {
return (TextureAtlas*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
}
Rect CCSkeleton::getBoundingBox() const {
float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
float scaleX = getScaleX();
float scaleY = getScaleY();
float vertices[8];
for (int i = 0; i < skeleton->slotCount; ++i) {
Slot* slot = skeleton->slots[i];
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
RegionAttachment_computeVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices);
minX = min(minX, vertices[VERTEX_X1] * scaleX);
minY = min(minY, vertices[VERTEX_Y1] * scaleY);
maxX = max(maxX, vertices[VERTEX_X1] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y1] * scaleY);
minX = min(minX, vertices[VERTEX_X4] * scaleX);
minY = min(minY, vertices[VERTEX_Y4] * scaleY);
maxX = max(maxX, vertices[VERTEX_X4] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y4] * scaleY);
minX = min(minX, vertices[VERTEX_X2] * scaleX);
minY = min(minY, vertices[VERTEX_Y2] * scaleY);
maxX = max(maxX, vertices[VERTEX_X2] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y2] * scaleY);
minX = min(minX, vertices[VERTEX_X3] * scaleX);
minY = min(minY, vertices[VERTEX_Y3] * scaleY);
maxX = max(maxX, vertices[VERTEX_X3] * scaleX);
maxY = max(maxY, vertices[VERTEX_Y3] * scaleY);
}
Point position = getPosition();
return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
}
// --- Convenience methods for Skeleton_* functions.
void CCSkeleton::updateWorldTransform () {
Skeleton_updateWorldTransform(skeleton);
}
void CCSkeleton::setToSetupPose () {
Skeleton_setToSetupPose(skeleton);
}
void CCSkeleton::setBonesToSetupPose () {
Skeleton_setBonesToSetupPose(skeleton);
}
void CCSkeleton::setSlotsToSetupPose () {
Skeleton_setSlotsToSetupPose(skeleton);
}
Bone* CCSkeleton::findBone (const char* boneName) const {
return Skeleton_findBone(skeleton, boneName);
}
Slot* CCSkeleton::findSlot (const char* slotName) const {
return Skeleton_findSlot(skeleton, slotName);
}
bool CCSkeleton::setSkin (const char* skinName) {
return Skeleton_setSkinByName(skeleton, skinName) ? true : false;
}
Attachment* CCSkeleton::getAttachment (const char* slotName, const char* attachmentName) const {
return Skeleton_getAttachmentForSlotName(skeleton, slotName, attachmentName);
}
bool CCSkeleton::setAttachment (const char* slotName, const char* attachmentName) {
return Skeleton_setAttachment(skeleton, slotName, attachmentName) ? true : false;
}
// --- BlendProtocol
const BlendFunc& CCSkeleton::getBlendFunc() const
{
return blendFunc;
}
void CCSkeleton::setBlendFunc( const BlendFunc &aBlendFunc) {
this->blendFunc = aBlendFunc;
}
void CCSkeleton::setOpacityModifyRGB (bool value) {
premultipliedAlpha = value;
}
bool CCSkeleton::isOpacityModifyRGB () const {
return premultipliedAlpha;
}
} // namespace spine {